Yeah, getting the same performance issues as the others. I'm guessing it's checking for my position far too often, and for every actor. Because when there are more detectors on screen, it increases the lag. Generally this can be solved by:
- Reducing the number of times it runs the detection check
- Caching detection results if the player hasn't moved
- Smooth out movement over the time between frames (Time.deltaTime)
Game felt pretty simple and straightforward. If you're going to build on it, would be cool to explore different enemy speeds and detection methods. E.g. not just rotating the cone but maybe swapping from back and forth, or flicking off, picking a totally random direction, then flicking on, with a second of foreshadowing beforehand.